precision mediump float;

attribute vec3 a_position;

uniform mat4 projMatrix;
uniform mat4 mvMatrix;
varying vec3 v_cubeUV;

void main() {
    vec4 posInView = mvMatrix * vec4(a_position, 1.0);
    gl_Position = projMatrix * posInView;
    v_cubeUV = normalize(a_position.xyz);
}
